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Swift 3 Game Development

You're reading from   Swift 3 Game Development Build iOS 10 Games with Swift 3.0

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781787127753
Length 258 pages
Edition 2nd Edition
Languages
Tools
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Author (1):
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Stephen Haney Stephen Haney
Author Profile Icon Stephen Haney
Stephen Haney
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Table of Contents (14) Chapters Close

Preface 1. Designing Games with Swift FREE CHAPTER 2. Sprites, Camera, Action! 3. Mix in the Physics 4. Adding Controls 5. Spawning Enemies, Coins, and Power-ups 6. Generating a Never-Ending World 7. Implementing Collision Events 8. Polishing to a Shine - HUD, Parallax Backgrounds, Particles, and More 9. Adding Menus and Sounds 10. Standing Out in the Crowd with Advanced Features 11. Choosing a Monetization Strategy 12. Integrating with Game Center 13. Ship It! Preparing for the App Store and Publication

Exploring the physics system

SpriteKit simulates physics with physics bodies. We attach physics bodies to all the nodes that need physics computations. We will set up a quick example before exploring all of the details.

Dropping like flies

Our bees need to be part of the physics simulation, so we will add physics bodies to their nodes. Open your Bee.swift file and locate the init function. Add the following code at the bottom of the function:

// Attach a physics body, shaped like a circle 
// and sized roughly to our bee. 
self.physicsBody = SKPhysicsBody(circleOfRadius: size.width / 2) 

It is that easy to add a node to the physics simulation. Run the project. You will see our two bee instances drop off the screen. They are now subject to gravity, which is on by default.

Solidifying the ground

We want the ground to catch falling game objects. We can give the ground its own physics body so that the physics simulation can stop the bees from falling through it. Open your Ground.swift file, locate...

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